Complete Maya Programming, Vol. II: An In-Depth Guide to 3D Fundamentals, Geometry, and Modeling
David Gould
- 出版商: Morgan Kaufmann
- 出版日期: 2005-08-05
- 售價: $3,200
- 貴賓價: 9.5 折 $3,040
- 語言: 英文
- 頁數: 744
- 裝訂: Paperback
- ISBN: 0120884828
- ISBN-13: 9780120884827
-
相關分類:
3D建模 3D-modeling
海外代購書籍(需單獨結帳)
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商品描述
Description:
David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his new book David offers a gentle, intuitive introduction to the core ideas of computer graphics. A solid understanding of these concepts is critical to solving a wide variety of problems. Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features.
David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks.
Table of Contents:
Preface
1 Introduction
1.1 Example Files
1.1.1 Compiling Example Plug-ins
1.1.2 Sourcing Example MEL Scripts
1.2 Executing MEL Code in the Script Editor
2 Points
2.1 Dimensions
2.2 Cartesian Coordinates
2.3 Homogeneous Coordinates
2.4 Polar and Spherical Coordinates
2.5 Conversions
2.5.1 Cartesian to Homogeneous
2.5.2 Homogeneous to Cartesian
2.5.3 Cartesian to Polar
2.5.4 Polar to Cartesian
2.5.5 Cartesian to Spherical
2.5.6 Spherical to Cartesian
2.6 MEL
2.7 C++ API
2.8 Locators
3 Vectors
3.1 MEL
3.2 C++ API
3.3 Adding
3.4 Subtracting
3.5 Scaling
3.6 Length
3.6.1 MEL
3.6.2 C++ API
3.7 Distance Between Points
3.7.1 MEL
3.7.2 C++ API
3.8 Normalizing Vectors
3.8.1 MEL
3.8.2 C++ API
3.9 Dot Product
3.9.1 Angle Between
3.9.2 Length Squared
3.9.3 Perpendicular Projection
3.10 Cross Product
3.10.1 Perpendicular Vector
3.10.2 Area of Triangle
3.11 Points Versus Vectors
4 Rotations
4.1 Angles
4.1.1 MEL
4.1.2 C++ API
4.2 Rotations
4.3 Orientation Representations
4.3.1 Euler Angles
4.3.2 Quaternions
5 Transformations
5.1 Matrices
5.1.1 Matrix Multiplication
5.1.2 Matrix Transpose
5.1.3 Identity Matrix
5.1.4 Inverse Matrix
5.1.5 MEL
5.1.6 C++ API
5.2 Transforming Points
5.2.1 MEL
5.2.2 C++ API
5.3 Transforming Vectors
5.3.1 MEL
5.3.2 C++ API
5.4 Transforming Normals
5.4.1 MEL
5.4.2 C++ API
6 Transform Nodes
6.1 Pivot Points
6.2 Transformation Matrices
6.2.1 Querying Transformation Matrices
6.2.2 Editing Transformation Matrices
6.3 Hierarchies of Transformations
6.3.1 Transformation Spaces
6.3.2 MEL
6.3.3 C++ API
7 Coordinate Frames
7.1 Up Axis
7.1.1 MEL
7.1.2 C++ API
7.2 Handedness
7.3 Custom Coordinate Frames
7.3.1 C++ API
8 Polygonal Meshes
8.1 Displaying Meshes
8.1.1 General
8.1.2 Components
8.1.3 Normals
8.1.4 Back-face Culling
8.1.5 UV Texture Coordinates
8.1.6 Vertex Colors
8.1.7 Nonplanar Faces
8.2 Querying Meshes
8.2.1 Vertices
8.2.2 Edges
8.2.3 Polygons
8.2.4 Face Vertices
8.2.5 Normals
8.2.6 UV Texture Coordinates
8.2.7 Blind Data
8.3 Creating Meshes
8.3.1 Problematic Meshes
8.3.2 Creation Checks
8.3.3 Molecule1 Plug-in
8.3.4 Molecule2 Plug-in
8.3.5 Molecule3 Plug-in
8.3.6 Molecule4 Plug-in
8.4 Editing Meshes
8.4.1 Construction History
8.4.2 Supporting Construction History
8.4.3 Supporting Tweaks
8.4.4 Mesh-editing Framework
8.4.5 DisplaceMesh Plug-in
9 Nurbs
9.1 Concepts
9.1.1 Control Vertex (CV)
9.1.2 Hull
9.1.3 Span
9.1.4 Degree
9.1.5 Order
9.1.6 Edit Points
9.1.7 Curve Point
9.1.8 Parameterization
9.1.9 Knots
9.1.10 Form
9.1.11 Surface Point
9.1.12 Surface Isoparms
9.1.13 Surface Patches
9.1.14 Surface Curves
9.1.15 Trimmed Surfaces
9.2 NURBS Curves
9.2.1 Displaying Curves
9.2.2 Querying Curves
9.2.3 Creating Curves
9.2.4 Editing Curves
9.3 NURBS Surfaces
9.3.1 Displaying Surfaces
9.3.2 Querying Surfaces
9.3.3 Creating Surfaces
9.3.4 Editing Surfaces
10 Subdivision Surfaces
10.1 Concepts
10.1.1 Control Mesh
10.1.2 Subdivision
10.1.3 Limit Surface
10.1.4 Creases
10.1.5 Hierarchical Subdivisions
10.1.6 Ordinary and Extraordinary Points
10.1.7 Subdivision Scheme
10.2 Displaying Subdivision Surfaces
10.3 Querying Subdivision Surfaces
10.3.1 Components
10.3.2 Creases
10.3.3 UV Texture Coordinates
10.3.4 MEL
10.3.5 C++ API
10.4 Creating and Converting Subdivision Surfaces
10.4.1 Polygonal Mesh to Subdivision Surface
10.4.2 Subdivision Surface to Polygonal Mesh
10.4.3 NURBS Surface to Subdivision Surface
10.4.4 Subdivision Surface to NURBS Surface
10.5 Editing Subdivision Surfaces
10.5.1 MEL
11 Contexts (Tools)
11.1 SelectRingContext1 Plug-in
11.1.1 Usage
11.2 SelectRingContext2 Plug-in
11.2.1 Installation
11.2.2 Usage
11.3 SelectVolumeContext1 Plug-in
11.3.1 Installation
11.3.2 Usage
A Further Learning
A.1 Online Resources
A.1.1 Companion Web Site
A.1.2 Additional Web Sites
A.2 Maya Application
A.2.1 Documentation
A.2.2 Examples
B Further Reading
B.1 Mathematics
B.2 Programming
B.2.1 General
B.2.2 C++ Language
B.3 Computer Graphics
B.3.1 General
B.3.2 Modeling
B.3.3 Animation
B.3.4 Image Synthesis
Glossary
Index
商品描述(中文翻譯)
描述:
David Gould的第一本著作《Complete Maya Programming: An Extensive Guide to MEL and the C++ API》深入介紹了Maya的工作原理以及如何通過編程進行增強和自定義,為藝術家和程序員提供了深入的理解。在他的新書中,David提供了對計算機圖形核心思想的直觀介紹。對這些概念的扎實理解對於解決各種問題至關重要。每個概念都以漸進的方式解釋,並在MEL和C++中完全實現,以便藝術家或程序員可以直接在自己的程序中使用源代碼。幾何和建模方面的內容詳細介紹,並通過越來越複雜的示例演示了Maya的所有可能的編程功能。
David Gould的第一卷被廣泛認為是Maya編程的權威參考。《第二卷》延續了這一傳統,為藝術家和程序員處理複雜任務提供了無與倫比的指南。
目錄:
前言
1 簡介
1.1 範例文件
1.1.1 編譯範例插件
1.1.2 引用範例MEL腳本
1.2 在腳本編輯器中執行MEL代碼
2 點
2.1 尺寸
2.2 笛卡爾坐標
2.3 齊次坐標
2.4 極坐標和球面坐標
2.5 轉換
2.5.1 笛卡爾轉齊次
2.5.2 齊次轉笛卡爾
2.5.3 笛卡爾轉極坐標
2.5.4 極坐標轉笛卡爾
2.5.5 笛卡爾轉球面坐標
2.5.6 球面坐標轉笛卡爾
2.6 MEL
2.7 C++ API
2.8 定位器
3 向量
3.1 MEL
3.2 C++ API
3.3 加法
3.4 減法
3.5 縮放
3.6 長度
3.6.1 MEL
3.6.2 C++ API
3.7 點之間的距離
3.7.1 MEL
3.7.2 C++ API
3.8 正規化向量
3.8.1 MEL
3.8.2 C++ API
3.9 點積
3.9.1 夾角
3.9.2 長度平方
3.9.3 垂直投影
3.10 叉積
3.10.1 垂直向量
3.10.2 三角形面積
3.11 點與向量的區別
4 旋轉
4.1 角度
4.1.1 MEL
4.1.2 C++ API
4.2 旋轉
4.3 方向表示
4.3.1 歐拉角
4.3.2 四元數
5 變換
5.1 矩陣
5.1.1 矩陣乘法
5.1.2 矩陣轉置
5.1.3 單位矩陣
5.1.4 逆矩陣
5.1.5 MEL
5.1.6 C++ API
5.2 變換點
5.2.1 MEL
5.2.2 C++ API
5.3 變換向量
5.3.1 MEL
5.3.2 C++ API
5.4 變換法線
5.4.1 MEL
5.4.2 C++ API
6 變換節點
6.1 軸心點
6.2 變換矩陣
6.2.1 查詢變換矩陣
6.2.2 編輯變換矩陣
6.3 變換層次結構
6.3.1 變換空間
6.3.2 MEL
6.3.3 C++ API
7 座標系
7.1 上軸
7.1.1 MEL
7.1.2 C++ API
7.2 慣用手
7.3 自定義座標系
7.3.1 C++ API
8 多邊形網格
8.1 顯示網格
8.1.1 一般
8.1.2 組件
8.1.3 法線
8.1.4 背面消隱
8.1.5 UV紋理座標
8.1.6 頂點顏色
8.1.7 非平面面
8.2 查詢網格
8.2.1 頂點
8.2.2 邊
8.2.3 多邊形
8.2.4 面頂點
8.2.5 法線
8.2.6 UV紋理座標
8.2.7 盲數據
8.3 創建網格<```